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Thunderstone: Dragonspire» Forums » Sessions

Subject: Some games just drag. rss

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Dork Angel
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I love Thunderstone. It is definitely my current favourite game. However that unfortunately doesn't mean there's not going to be the odd stinker.

Our dungeon contained Hydra's, Cultists, Undead Plague, and 3 sets of traps (i.e. Dire, Death and Draconic). Just to top it off we got the Grimhold setting which means on any turn where you don't go to the Dungeon the monster order rotates (i.e. Rank 1 goes to Rank 3 and the other ranks move up). This meant any monster with a breach effect will breach every 3 turns.

We start with a monster which gives diseases when it breaches but no-one wants to miss their turn of buying Ambrosia so we end up a bit unclean before it's gone. On the bright side we soon get a Hydra which kills Heroes when it breaches so we use it to clear out our Militia. However while it's out no-one buys any heroes for fear of losing them. Then more Plague but we've no heroes to fight with. At one stage in the game we have actually managed to empty the special disease deck. Soon as we get some heroes there's a trap to clear them out. We run out of "good" heroes and have to start buying the crap ones.

We limp through the dungeon being squashed by rolling boulders and having our weapons destroyed by Dragons Jaws, losing villagers, gaining diseases until I've never been more glad to see a Thunderstone appear. To make matters worse, in the end the game took over 2 hours which meant we didn't have time to play another game. Now I've got to wait a whole week til we play it again. I wonder if we should instigate an agree to quit the dungeon rule...
 
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Jens Kaufmann
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NEVER EVER use the randomizer cards for a new scenario - use the Thundermaster to create a game: http://www.asmor.com/scripts/tsrand/



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Vasilis
Greece
Heraklion Crete
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Or you could stop using the Traps. {how I hate that mechanic...}

We have house ruled them away immediately after seeing how they work. It's totally random. If you don't want to use a house rule than just don't play with the Traps.


Our house rule is:

Each time a Trap is revealed it goes to a "slot" above Rank 3 or Rank 2 if 3 already has a Trap and so on.

Then we continue to refill the Dungeon as normal. The trap is not triggered.

From then on whenever any player attacks a Rank containing a Trap he must resolve the Trap first and then fight the monster.

With this rule Traps become something to think about and they stop being random damage effects that can ruin the whole game by giving advantage to a random player or destroying random player's deck strategy without any form of control whatsoever.

The same rule applies to Treasures the only exception being that the player has to DEFEAT the monster in order to get the Treasure. If he loses the combat, the Treasure card is discarded.

Problem solved.
 
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Dork Angel
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Tarmahaan wrote:
NEVER EVER use the randomizer cards for a new scenario - use the Thundermaster to create a game: http://www.asmor.com/scripts/tsrand/


We use the Thunderstone app, but that looks pretty cool too.
 
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L. Bradley
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Why are traps random?

ever played a scout, or the elixir card to control them?
thieves also avoid traps!
 
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Rauli Kettunen
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landi wrote:
Why are traps random?

ever played a scout, or the elixir card to control them?
thieves also avoid traps!


Not all of them and Dungeon deck manipulator cards might not be in a game with Traps.

That said, I love Traps, Treasures less so, but Traps rock. I also play whatever the randomizers (manual that is) bring out, only do a mulligan for stacks used in the previous game.
 
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Dork Angel
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We have instigated a new house rule. No more than one set of traps and no more than one set of treasures.
 
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Anthony Martins
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Eugene
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Tarmahaan wrote:
NEVER EVER use the randomizer cards for a new scenario - use the Thundermaster to create a game: http://www.asmor.com/scripts/tsrand/





How is this different than using the randomizers in the game (except it's quicker). Is it doing something in the code to prevent certain situations? Is the "intelligence" there, or is it in the fact that you can cancel out certain things?
 
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Cynon Forest
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We just had the same problem with the last TWO games we played. Which, since I'm a new player, makes me wonder if I'm playing the game right. I have Dragonspire, Wrath of the Elements and Doomgate Legion. We couldn't even get INTO the dungeon for a half hour unless we wanted to sacrifice something big just to get the monster out of play.

The game can be fun, but there are definitely balance issues, which I'll admit could be caused by me since, as I said, I've just started playing the game.
 
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Andrew Rowse
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Quizoid wrote:
Tarmahaan wrote:
NEVER EVER use the randomizer cards for a new scenario - use the Thundermaster to create a game: http://www.asmor.com/scripts/tsrand/

How is this different than using the randomizers in the game (except it's quicker). Is it doing something in the code to prevent certain situations? Is the "intelligence" there, or is it in the fact that you can cancel out certain things?

If you turn on the debug output, it will tell you what it's doing, selecting and rejecting cards based on various requirements - such as magic attack and a way to clear diseases.
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Anthony Martins
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Eugene
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KAndrw wrote:
Quizoid wrote:
Tarmahaan wrote:
NEVER EVER use the randomizer cards for a new scenario - use the Thundermaster to create a game: http://www.asmor.com/scripts/tsrand/

How is this different than using the randomizers in the game (except it's quicker). Is it doing something in the code to prevent certain situations? Is the "intelligence" there, or is it in the fact that you can cancel out certain things?

If you turn on the debug output, it will tell you what it's doing, selecting and rejecting cards based on various requirements - such as magic attack and a way to clear diseases.


Oh... wow... just played with it for awhile. That is awesome.
 
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Charles the Dragon
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Quizoid wrote:
KAndrw wrote:
Quizoid wrote:
Tarmahaan wrote:
NEVER EVER use the randomizer cards for a new scenario - use the Thundermaster to create a game: http://www.asmor.com/scripts/tsrand/

How is this different than using the randomizers in the game (except it's quicker). Is it doing something in the code to prevent certain situations? Is the "intelligence" there, or is it in the fact that you can cancel out certain things?

If you turn on the debug output, it will tell you what it's doing, selecting and rejecting cards based on various requirements - such as magic attack and a way to clear diseases.


Oh... wow... just played with it for awhile. That is awesome.
Also, it allows you to enforce "house rules" like the preventing of more than 1 trap or treasure to be in the dungeon. You can set your min/max of each section if you'll notice the number drop-down menus.
 
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